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[1.3.0.1] TheFalkonett's UUP (UML Utilization Project)

Remodel 3D UUP UML Model Actuators Miniturrets Atacms TheFalkonett Soloviyko

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TheFalkonett #21 Posted 27 December 2017 - 02:50 AM

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With the UUP I try to add as few (new) files as possible. Adding new stuff and animating that would rather be something in my RAoS thread (for example I could maybe animate the RP-3's on my Tulip remodel).

Being totally honest though: I did add some stuff when making the Chieftain's UUP remodel

Spoiler

 

also I'm not entirely sure which part of my post was meant with this:

Block Quote

In case this was not only valid on the 24th

 

 



Tunix #22 Posted 27 December 2017 - 11:19 AM

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Hello,

are in the package only animation or remodels? On the Panzerfabrik there are no previews.



TheFalkonett #23 Posted 27 December 2017 - 01:24 PM

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There are no previews, since it's 50 tanks separated onto 8 downloads.

Since I can't read minds, you gotta tell me how you differentiate between "animation" and remodels. They are remodels since I change the mesh of the vehicles, but these changes are purely for the purpose of animating parts of the tanks.



RazerTeck #24 Posted 27 December 2017 - 02:06 PM

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View PostTheFalkonett, on 24 December 2017 - 09:27 PM, said:

  • You can fire the 2 MGs that are in the front left of the hull

That sounds awesome :teethhappy: wargaming should  make that for all tanks, that and smoke shells, they wouldn't do damage but increase the chance to survive tanks twice your size :P

You think you could make the mg in the turret of the Type 59 fire? (Not the gun on the cupola)



TheFalkonett #25 Posted 27 December 2017 - 02:26 PM

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Adding the HP_UMLGunFire doesn't even require any remodelling (dunno if the MG itself is animated though).

With my UUP remodels I have set priorities if something is a miniturret controlled by the player, or just randomly rotating, or which MGs should use the additional gunFire nodes and which shouldn't.  A fully rotating MG is preferred to a coax MG. Nonetheless, if your request is a UUP Type 59, I can easily make that a separate version for you. After all it's just a small line of code in the visual_processed.


Edited by TheFalkonett, 27 December 2017 - 02:28 PM.


PapierosyMcBotBot #26 Posted 27 December 2017 - 02:48 PM

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View PostTheFalkonett, on 27 December 2017 - 02:50 AM, said:

With the UUP I try to add as few (new) files as possible. Adding new stuff and animating that would rather be something in my RAoS thread (for example I could maybe animate the RP-3's on my Tulip remodel).

Being totally honest though: I did add some stuff when making the Chieftain's UUP remodel

Spoiler

 

also I'm not entirely sure which part of my post was meant with this:

 

 

 

Oh neat.

I meant that part that was referring to Desyatnik_Pansy's post, as this was a christmas-only thing. So I wanted to know whether this applies to "everyone can request one remodel" aswell, but it doesn't seem like it does.

Btw: that Chieftain looks great!
I just don't know what keys are used for e.g. letting the MGs fire. I mean it's great to discover all by yourself, but if you lack any knowledge about the key binds possibly used, it's less fun.

Panzer_ich_begruesse_Sie #27 Posted 27 December 2017 - 02:52 PM

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I love the UUP, working fine with Zorgane's Gun Sounds, no problems with scripts, which other remodels from milky or deh0mbre have. I prefer remodels which don't make the tanks from wot too modern, like many of milky's remodels, that doesn't fit to a WWII Game in my opinion.

Edited by Panzer_ich_begruesse_Sie, 27 December 2017 - 02:52 PM.


TheFalkonett #28 Posted 27 December 2017 - 02:58 PM

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The default controls are: Insert/Delete for manual Actuators and Backspace to fire MGs that have been set up.  You can change that stuff in the ownModel.xml IIRC.

The request thing is there for as long as there are tanks left to remodel for the UUP (so about 500 :D).

 


 

IMO it ain't a WW2 game, considering we've got stuff like the Leo 1, or the T-62a. Especially the STB-1 though (might be the most modern tank in-game(?)).

 


 

Also: Damn. Far more traffic in here than expected ^^



Panzer_ich_begruesse_Sie #29 Posted 27 December 2017 - 03:00 PM

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Yeah, but a T-72 oder T-90 remodel in wot is too modern. :trollface:

Yep, I changed the firing key from backspace to pos1 (for english Keyboard "Home" ), because CrewSkillInformer use backspace too.


Edited by Panzer_ich_begruesse_Sie, 27 December 2017 - 03:02 PM.


TheFalkonett #30 Posted 27 December 2017 - 03:03 PM

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Well those are WT imports after all.

 

Btw I contacted Zorgane some time ago about the possibility of having separate MG sounds (since all MGs make the same sounds atm (shot_auto)). Haven't heard from him since though ¯\_ツ_/¯


Edited by TheFalkonett, 27 December 2017 - 03:04 PM.


RazerTeck #31 Posted 27 December 2017 - 03:17 PM

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View PostTheFalkonett, on 27 December 2017 - 02:26 PM, said:

Adding the HP_UMLGunFire doesn't even require any remodelling (dunno if the MG itself is animated though).

With my UUP remodels I have set priorities if something is a miniturret controlled by the player, or just randomly rotating, or which MGs should use the additional gunFire nodes and which shouldn't.  A fully rotating MG is preferred to a coax MG. Nonetheless, if your request is a UUP Type 59, I can easily make that a separate version for you. After all it's just a small line of code in the visual_processed.

 

Sounds good to me.. I'll need UML for it to work right?



TheFalkonett #32 Posted 27 December 2017 - 03:32 PM

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...

 

 

HP_UMLGunFire


Edited by TheFalkonett, 27 December 2017 - 04:11 PM.


RazerTeck #33 Posted 27 December 2017 - 03:34 PM

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View PostTheFalkonett, on 27 December 2017 - 03:32 PM, said:

...

 

 

HP_UMLGunFire

Yeah i noticed that.. my bad.. 


Edited by RazerTeck, 27 December 2017 - 07:46 PM.


Tunix #34 Posted 27 December 2017 - 04:22 PM

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Animations are individual moving parts. Remodels are completely overworked skins. I will test it and see :)

PapierosyMcBotBot #35 Posted 27 December 2017 - 07:46 PM

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Seeing my TOG in garage, do you think you can do something with that engine bay and/or the doors on the side? E.g. the engine bay's roof opens and a massive gun or rocket launcher comes out and shoots?

Just some stupid idea that rushed to my mind thinking about rockets and suddenly seeing the TOG in the garage LOL



RazerTeck #36 Posted 27 December 2017 - 07:52 PM

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I have UML installed from earlier when I was making sure the MoE on the FV4202 was in place.

TheFalkonett #37 Posted 27 December 2017 - 08:01 PM

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View PostTheMantikor, on 27 December 2017 - 07:46 PM, said:

Seeing my TOG in garage, do you think you can do something with that engine bay and/or the doors on the side? E.g. the engine bay's roof opens and a massive gun or rocket launcher comes out and shoots?

Just some stupid idea that rushed to my mind thinking about rockets and suddenly seeing the TOG in the garage LOL

 

The doors on the side would require an interrior to be completely modeled and textured. Also: I have no idea what a TOG looks like from the inside. When I was at Bovington earlier this year, they just wouldn't let me climb inside of it. Still dunno why...

Jokes aside though: I forgot to take pictures of the TOG's interrior .

 

 


 

View PostRazerTeck, on 27 December 2017 - 07:52 PM, said:

I have UML installed from earlier when I was making sure the MoE on the FV4202 was in place.

 

Is it the latest version though? (just asking beforehand)


Edited by TheFalkonett, 28 December 2017 - 02:52 AM.


RazerTeck #38 Posted 27 December 2017 - 08:07 PM

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View PostTheFalkonett, on 27 December 2017 - 08:01 PM, said:

 

Is it the latest version though? (just asking beforehand)

 

It is 0.9.21.0 I couldn't find an newer version 



TheFalkonett #39 Posted 27 December 2017 - 08:24 PM

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Btw I've been looking at the GW Tiger (P)'s model, especially the "spade". I put that in quotation marks, since I'm not sure if it even is a spade.

It looks more like a platform with a set of 2 rollers per side to move it up or down. But heck. I dunno. As long as I don't know how it's supposed to work, I can't remodel/animate it... And there are no real blueprints, since it is a fantasy tank (at least the (P) version IIRC).

Spoiler

 

The german Tier 8 & 9 arties look like they would have probably made use of a recoil system similar to the Karl's one, where the barrel and the entire gun recoil. There are also a couple of pistons beneath their guns which led me to this... "theory".

Spoiler

 


 

EDIT:

 

Would this be a feasble way of doing it...?

Spoiler

 


Edited by TheFalkonett, 28 December 2017 - 02:07 AM.


TheFalkonett #40 Posted 28 December 2017 - 04:56 PM

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G.W. Tiger (P) added.

Download

Figured there's no way of me doing anything wrong, since it's just a fantasy tank anyways, so I can go about and do what I want ¯\_ツ_/¯.

Currently it's the remodel with the most actuators/nodes, if I'm not mistaken.


Decided to bump this thread when requests are done, so the one who requested his request... yes... knows it's done.


The Type 59 will be next then.

(Dunno if the TOG request is a serious one)


Furthermore: I have added the Github links to the nations.

That way you can download specific tanks, without having to download the entire pack. Just click your way through the folders untill you reach the desired .wotmod, click on the wotmod and then "Download".







Also tagged with Remodel, 3D, UUP, UML, Model, Actuators, Miniturrets, Atacms, TheFalkonett, Soloviyko

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